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Author Topic: Large Procedurally Generated Tile Map From Chunks  (Read 860 times)

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Kabbotta

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Large Procedurally Generated Tile Map From Chunks
« on: September 04, 2014, 04:34:06 am »
I'm building a 2D open-world survival game, and I want to setup a rather large procedurally generated tile map. I've already got a single Chunk setup using the official tutorial about creating your own entities with VertexArrays. I'm looking for some general advice on how to expand this into a large map where individual tiles can be updated and changed so the player can build structures on the map. When I tried to push the size of a chunk much past 32x32 with 32-pixel-wide tiles I was getting a segmentation fault.